4 Commits

Author SHA1 Message Date
Jan Groß
f511f2bbbf Platform movement and elimination zones
Adds scripts for moving any object up/down, left/right or  forwards/backwars and eliminating the player.
2018-09-01 20:49:43 +02:00
Jan Groß
c073f272f6 Merge pull request #4 from JanGross/light_lurch
Merge LightLurch with master
2018-09-01 18:59:10 +02:00
Jan Groß
dd04175beb Merge pull request #3 from JanGross/mating
Merge mating with master
2018-09-01 18:58:43 +02:00
Richard Ott
e274f7a368 Implemented cutscenes and mating 2018-09-01 18:54:44 +02:00
30 changed files with 2567 additions and 20 deletions

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1335
Assets/Scenes/TrapTest.unity Normal file

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class CutscenePlayer : MonoBehaviour {
public Sprite[] theSprites;
public Image theBase;
public float speed = 1.0f;
private float TUNS = 0.0f;
private int i = 0;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
if (i < theSprites.Length + 1) {
if (Time.time > TUNS)
{
i += 1;
if(i < theSprites.Length)
theBase.sprite = theSprites[i];
TUNS = Time.time + speed;
}
}
else
{
this.gameObject.SetActive(false);
}
}
}

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@@ -192,6 +192,7 @@ public class LurchMovement : MonoBehaviour {
bool AmSticking()
{
if (canStick) {
RaycastHit hit;
if (Physics.Raycast(theLurch.position, theLurch.forward, out hit, 1.4f))
{
@@ -201,6 +202,7 @@ public class LurchMovement : MonoBehaviour {
{
return true;
}
}
return false;
}

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@@ -0,0 +1,39 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MateMate : MonoBehaviour {
public bool mateStick;
public bool mateGlide;
public bool mateGlow;
public GameObject cutscene;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
private void OnTriggerEnter(Collider other)
{
if (other.transform.root.GetComponentInChildren<LurchMovement>())
{
if(mateStick)
other.transform.root.GetComponentInChildren<LurchMovement>().canStick = true;
if(mateGlide)
other.transform.root.GetComponentInChildren<LurchMovement>().canGlide = true;
if(mateGlow)
//other.transform.root.GetComponentInChildren<LurchMovement>().canGlide = true;
cutscene.SetActive(true);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Movement : MonoBehaviour {
[System.Serializable]
class MovementDirection
{
[SerializeField]
private bool enabled = false;
[SerializeField]
private enum Direction { Left_Right, Up_Down, Fwd_Bkw }
[SerializeField]
private Direction direction;
[SerializeField]
private bool loop = false;
[SerializeField]
private bool goBack = false;
[SerializeField]
private float distance = 100;
[SerializeField]
private float speed = 0;
[SerializeField]
private float dist;
private Vector3 initialPosition;
public void SetInitialPosition(Vector3 initPos)
{
initialPosition = initPos;
}
public Vector3 Move(Vector3 dirIn)
{
int dir = (int)direction;
Vector3 dirOut = dirIn;
enabled = loop ? true : enabled;
if (enabled)
{
dist = initialPosition[dir] - dirOut[dir];
if (goBack)
{
dirOut[dir] += speed * Time.deltaTime;
}
else
{
dirOut[dir] -= speed * Time.deltaTime;
}
if (dist > distance && !goBack)
{
if (loop)
{
goBack = true;
}
else
{
enabled = false;
}
}
else if (dist <= 0)
{
goBack = false;
}
}
return dirOut;
}
}
[SerializeField]
private List<MovementDirection> directions;
// Use this for initialization
void Start () {
foreach (MovementDirection direction in directions)
{
direction.SetInitialPosition(transform.position);
}
}
// Update is called once per frame
void Update () {
foreach ( MovementDirection direction in directions)
{
transform.position = direction.Move(transform.position);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EliminatePlayer : MonoBehaviour {
[SerializeField]
private string name = "Generic trap";
[SerializeField]
private float resapwnDelay = 0;
[Tooltip("Optional particle effect. Spawned when player enters the trigger")]
[SerializeField]
private GameObject effect;
[SerializeField]
private LurchRespawn player;
[SerializeField]
private bool killQueued = false;
[SerializeField]
private float rdCounter = 0;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
if (rdCounter <= 0 && killQueued)
{
player.RespawnLurch(name);
killQueued = false;
} else
{
rdCounter -= Time.deltaTime;
}
}
private void OnTriggerEnter(Collider other)
{
if (other.transform.root.tag == "Player")
{
rdCounter = resapwnDelay;
killQueued = true;
if(effect != null)
{
GameObject.Instantiate(effect);
}
}
}
}

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